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Company of Heroes: Back to Basics v4.1 full changelog

Feb 19th, 2016
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  1. -------------------------------------------------------------
  2. Back to Basics v4.1
  3. -------------------------------------------------------------
  4.  
  5. Global Balance Changes:
  6. - Overall manpower income decreased by 10.
  7. - Mortar rebalance:
  8. * Base damage from 55/65 to 95.
  9. * Shells will never bounce on vehicles anymore.
  10. * Small tweaks to target tables to fit with the higher base damage.
  11. * Area of effect damage increased across all ranges within the radius.
  12. * Maximum area of effect distance from 7 to 5.
  13. * Maximum range from 90 to 77, range tables adjusted from 45/65/75/90 to 47/57/67/77.
  14. * Reload time from 7/9 to 8.
  15. * Slightly reduced scatter.
  16. * Setup/teardown time normalized to 2.2/1.9 seconds.
  17. * Reduced the distance units will flinch from an impact.
  18. * Reduced aiming time.
  19. - Mortar veterancy:
  20. * Veterancy 1: +5 Weapon & barrage range.
  21. * Veterancy 2: -15% Received damage, -20% Barrage recharge time.
  22. * Veterancy 3: -1s Reload time.
  23. - Grenades:
  24. * Equalized and reduced the distance units will flinch from an impact.
  25. * Medium area of effect distance damage reduced.
  26. - Increased overall HMG accuracy by about 15%.
  27. - All area of effect accuracy is now fixed to work correctly on outer area of effect radii.
  28. - Updated some physics settings to improve performance and visuals.
  29. - Squad AI changed to prevent jumping to cover while in combat improving control over squads entering combat (particularly useful for target firing infantry anti-tank weaponry).
  30.  
  31. Americans:
  32. - Veteran Tactics:
  33. * Replaced infantry anti-tank weapon accuracy bonus to a small penetration bonus.
  34. - Supply Yard:
  35. * Level 2 Production upkeep modifier from -10% to -20%.
  36. * Fixed an issue with level 3 production penalty not being toggled off.
  37. - Medic Station:
  38. * Search radius from 65 to 75.
  39. * Medic count from 2 to 3.
  40. * Required casualties from 7 to 8.
  41. - M2A1 105mm Howitzer Emplacement:
  42. * Hotkey changed from H to T to no longer overlap with Hedgehogs (Tank Traps).
  43. - M9 Bazooka:
  44. * Base damage increased from 55-65 to 70-80.
  45. * Damage multiplier against non-armored and lightly armored vehicles set to a fixed value of 2 (decreased from 2.5 on some of them).
  46. - M18 Recoilless Rifle
  47. * Slightly increased effectiveness vs heavily armored targets.
  48. * Increased effectiveness vs skirted targets.
  49. * Normalized range table to match other infantry anti-tank weapons.
  50. - Jeep:
  51. * Manpower cost from 220 to 200.
  52. * Construction time from 35 to 30 seconds.
  53. * Veterancy 1: +5 Sight Range, +15% Weapon accuracy.
  54. * Veterancy 2: +25% Top speed, -15% Received Damage.
  55. * Veterancy 3: +20% Weapon Accuracy, +50% Weapon damage.
  56. - T17 Armored Car:
  57. * .50cal M2Hb Heavy Machine Gun upgrade cost from 50 to 75 munitions.
  58. - M10 Wolverine/M18 Hellcat:
  59. * Cost decreased from 360mp/60f to 340mp/55f.
  60. - M26 Pershing area of effect:
  61. * Max radius from 3.25 to 3.9.
  62. * Medium radius damage from 0.26 to 0.35.
  63. * Far radius distance from 3 to 3.5.
  64. * Long radius distance from 2.5 to 2.75.
  65. - Rangers:
  66. * Soldier hitpoints increased from 85 to 90 (squad hitpoints from 510 to 540).
  67. - Airborne:
  68. * Soldier hitpoints increased from 85 to 90 (squad hitpoints from 510 to 540).
  69. * Reinforce time increased from 13s to 17s.
  70. - Pathfinders:
  71. * Reinforce time increased from 13s to 17s.
  72. - M36 Jackson:
  73. * Main gun range from 54 to 57.
  74.  
  75. Commonwealth:
  76. - Fixed the issue where the Panther was not capable of firing its main gun.
  77. - Mortar Emplacement:
  78. * Range set to 82.
  79. * Range tables adjusted to 52/62/72/82.
  80. - Casualty Clearing Station:
  81. * Search radius from 55 to 65.
  82. * Medic count from 2 to 3.
  83. * Required casualties from 8 to 9.
  84. - 40mm Bofors emplacement:
  85. * Base scatter reduced from 4.5 to 4.
  86. * Distance scatter ratio reduced from 1 to 0.175 (max scatter will be achieved at a range of 40, instead of range of 7).
  87. * Added aim times to improve visuals.
  88. * Reload frequency decreased from 2 bursts to 4.
  89. * Area of effect improved to be more relevant when dealing damage to infantry.
  90. - Bren Carrier:
  91. * Veterancy 1: +5 Sight Range, +15% Weapon accuracy.
  92. * Veterancy 2: +25% Top speed, -15% Received Damage.
  93. * Veterancy 3: +20% Weapon Accuracy, +50% Weapon damage.
  94. - Firefly:
  95. * Main gun range from 59 to 56.
  96.  
  97. Wehrmacht:
  98. - Infantry Veterancy upgrade:
  99. * Cost increased from 200mp/30f to 200mp/55f.
  100. - Armored Skirts upgrade:
  101. * Reduced received penetration multiplier from 75% to 85%.
  102. - Mortar Emplacement:
  103. * Range set to 82.
  104. * Range tables adjusted to 52/62/72/82.
  105. - Grenadiers:
  106. * Added a permanent 8% reduced received accuracy.
  107. - Sturmpioneers:
  108. * Added a permanent 8% reduced received accuracy.
  109. - Stormtroopers:
  110. * Call-in cost from 400 to 380 manpower.
  111. - Obersoldaten:
  112. * Unlock Command Point cost increased from 2 to 3.
  113. * Call-in cost from 380 to 440 manpower.
  114. - Propaganda war:
  115. * Unlock Command Point cost decreased from 2 to 1.
  116. - Medic Bunker:
  117. * Search radius from 65 to 75.
  118. * Medic count from 2 to 3.
  119. * Required casualties from 6 to 7.
  120. - Stuka Zu Fuss:
  121. * Base damage from 140/170 to 120/150.
  122. * Damage multiplier vs infantry from 0.4 to 1.
  123. * Area of effect damage increased across all ranges within the radius.
  124. - Nebelwerfer 41:
  125. * Veterancy 1: +5 Barrage range.
  126. * Veterancy 2: -15% Received Damage, -10s Barrage recharge time.
  127. * Veterancy 3: +5 Barrage range.
  128. - MP40 SMG:
  129. * Overall accuracy reduced by about 15%.
  130. - Motorcycle:
  131. * Veterancy 1: +5 Sight Range, +15% Weapon accuracy.
  132. * Veterancy 2: +25% Top speed, -15% Received Damage.
  133. * Veterancy 3: +20% Weapon Accuracy, +50% Weapon damage.
  134. - Schwimmwagen:
  135. * Veterancy 1: +5 Sight Range, +15% Weapon accuracy.
  136. * Veterancy 2: +25% Top speed, -15% Received Damage.
  137. * Veterancy 3: +20% Weapon Accuracy, +50% Weapon damage.
  138. - Sd.Kfz. 251 Halftrack:
  139. * Veterancy 1: +5 Sight range.
  140. * Veterancy 2: +25% Top speed, -10s Barrage recharge time (Stuka Zu Fuss).
  141. * Veterancy 3: +5 Sight range, +5 Barrage range (Stuka Zu Fuss).
  142. - Sd.Kfz. 234 Armored Car:
  143. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  144. * 20mm KwK 38 reload frequency fixed and set to 4.
  145. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  146. - Ostwind Flakpanzer:
  147. * Area of effect damage increased across all ranges within the radius.
  148. * Fixed rate of fire and increased burst duration.
  149. * Reduced scatter but decreased accuracy; the weapon is now much more dependent on splash damage instead of direct hits.
  150. * Increased overall effectiveness of the main gun vs infantry.
  151. - King Tiger:
  152. * Removed the permanent (unintended) 0.8 received penetration multiplier.
  153.  
  154. Panzer Elite:
  155. - Panzerfüsiliers:
  156. * Fixed a bug where one could equip with both squad upgrades.
  157. - Medic Bunker:
  158. * Search radius from 65 to 75.
  159. * Medic count from 2 to 3.
  160. * Required casualties from 6 to 7.
  161. - Stuka Zu Fuss:
  162. * Base damage from 140/170 to 120/150.
  163. * Damage multiplier vs infantry from 0.4 to 1.
  164. * Area of effect damage increased across all ranges within the radius.
  165. - Veteran Sergeant upgrade:
  166. * Fuel cost increased 30 to 40.
  167. * Suppression bonus reduced from 10% to 5%.
  168. - Kettenkrad:
  169. * Manpower cost from 165 to 140.
  170. * Can now receive shared veterancy from infantry (max 3 squads at the time).
  171. * Veterancy 1: +5 Sight Range.
  172. * Veterancy 2: +25% Top speed, -15% Received Damage.
  173. * Veterancy 3: +60% Capture Rate.
  174. - Sd.Kfz. 222 Armored Car:
  175. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  176. * 20mm KwK 38 reload frequency increased from 3 to 4 to match other weapons of this type.
  177. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  178. - Sd.Kfz. 250 Infantry Halftrack:
  179. * Veterancy 1: +5 Sight range, +15% Weapon accuracy.
  180. * Veterancy 2: +25% Top speed, -25% Weapon cooldown, -15% Received damage.
  181. * Veterancy 3: +20% Weapon Accuracy, +50% Weapon damage.
  182. - Sd.Kfz. 250/3 Vampire Halftrack:
  183. * Can now receive shared veterancy from infantry (max 3 squads at the time).
  184. * Veterancy 1: +5 Sight range.
  185. * Veterancy 2: +25% Top speed, -15% Received damage.
  186. * Veterancy 3: -20s ability recharge time.
  187. - Sd.Kfz. 250/9 Reconnaissance Halftrack:
  188. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  189. * 20mm KwK 38 reload frequency fixed and set to 4.
  190. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  191. - Hotchkiss Light Tank:
  192. * Veterancy 1: +25% Top speed.
  193. * Veterancy 2: +50% Weapon penetration, -10s Barrage recharge time (Stuka Zu Fuss).
  194. * Veterancy 3: +25% Weapon damage, +5 Barrage range (Stuka Zu Fuss).
  195. * Stuka Zu Fuss Barrage munition cost from 50 to 35.
  196. - Victory Points:
  197. * Added missing nation flags.
  198.  
  199. Campaign:
  200. - Fixed some missions which failed to start.
  201.  
  202. Maps:
  203. - Added additional cover in north east portion of Rails and Metal in the field between the railroad and the road.
  204.  
  205. AI:
  206. - Added a completely custom cover scan functionality. AI is now able to scan small areas of the map for cover value and determine cover directionality using a simple edge detection method. This helps AI take cover behind directional cover and fixes certain issues with standard engine cover search function not taking distance and current cover values into consideration correctly. AI will now consider angle, distance, current cover value and direction before moving to new cover position. This also enables a larger search radius to be used, so AI will keep squads out of cover during firefights less often.
  207. - Reduced all difficulty level AI resource bonuses (especially Easy and Normal).
  208. - Vehicles can now sometimes rush the enemy.
  209. - Vehicles will now wait to be fully repaired by engineers.
  210. - Removed some of extremely expensive logic for purchasing mortars, snipers and light vehicles. This change should help improve performance in team games.
  211. - Improved the Clump Scan script:
  212. * Scanning now occurs over time, based on updating squads (together with the rest of split squad logic), instead of scanning all map at once. This removes a potential stutter once a few seconds in larger maps.
  213. * Reworked the way fog of war clump data is gathered, increasing the importance of history data.
  214. * Slightly increased the thresholds at which AI will decide to fire at clumps, making it fire at clumps in fog of war less frequently and fire at larger clumps more often than at smaller ones.
  215. * Due to optimizations, attacking of areas without actual units is them is now enabled. AI will rely on history more when targeting areas in fog of war, and will be able to misfire its barrages.
  216. * Reduced the value of armored targets when considering barrage targets.
  217. - Fixed some bugs resulting in scar errors.
  218. - Removed some unnecessary capture point priority calculation operations.
  219. - Sped up army strength caching (reverted from custom cache script to vanilla one).
  220. - AI difficulties are now renamed from Easy/Medium/Hard/Expert to Normal/Hard/Expert/Brutal to better represent their strength compared to vanilla.
  221. - Removed unnecessary duplicated retreat logic for improved performance.
  222. - Reduced the precision of grid calculations on the map, essentially doubling the aicontrol performance at a slight loss of decision accuracy.
  223. - Optimized the way surrounding danger data is used in the script, increasing performance for costly large radius searches.
  224. - Improved some tank aggression decision making, increased overall aggression.
  225. - Small improvements to team weapon logic.
  226. - Improved the way unblobbing and assaulting disperses units into different directions on approach.
  227. - Fixed an issue where barraging units would stand in place for a prolonged period of time resulting in their deaths.
  228. - Slight improvement to Wehrmacht tech up logic (will properly transition from T3 into T4 with time).
  229. - Resolved some issues with vehicle facing.
  230. - Tuned down the usage of grenades.
  231. - Improved grenade and satchel charge positioning and target filter.
  232. - Improved a lot of AI anticlass values for different upgrades and weapons (should lead to better lategame tech counter choices).
  233. - Improved AI decisionmaking in regards to purchasing Kampfkraft center. It should sometimes get it early, sometimes skip it for a prolonged period of time.
  234. - Tuned down how often AI uses level 3 supply yard production.
  235. - Officers will now stay away from danger correctly.
  236. - AI should use multiple barrages on the same area of the map less frequently.
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